mirror of
https://github.com/Ellpeck/MLEM.git
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82 lines
No EOL
3.8 KiB
C#
82 lines
No EOL
3.8 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using MLEM.Extensions;
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using MLEM.Misc;
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using MLEM.Textures;
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using MLEM.Ui.Style;
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namespace MLEM.Ui.Elements {
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public class ProgressBar : Element {
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public StyleProp<NinePatch> Texture;
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public StyleProp<Color> Color;
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public StyleProp<Vector2> ProgressPadding;
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public StyleProp<NinePatch> ProgressTexture;
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public StyleProp<Color> ProgressColor;
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public Direction2 Direction;
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public float MaxValue;
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private float currentValue;
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public float CurrentValue {
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get => this.currentValue;
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set => this.currentValue = MathHelper.Clamp(value, 0, this.MaxValue);
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}
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public ProgressBar(Anchor anchor, Vector2 size, Direction2 direction, float maxValue, float currentValue = 0) : base(anchor, size) {
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if (!direction.IsAdjacent())
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throw new NotSupportedException("Progress bars only support Up, Down, Left and Right directions");
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this.Direction = direction;
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this.MaxValue = maxValue;
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this.currentValue = currentValue;
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this.CanBeSelected = false;
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}
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public override void Draw(GameTime time, SpriteBatch batch, float alpha, BlendState blendState, SamplerState samplerState, Matrix matrix) {
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batch.Draw(this.Texture, this.DisplayArea, (Color) this.Color * alpha, this.Scale);
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var percentage = this.CurrentValue / this.MaxValue;
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var tex = this.ProgressTexture.Value;
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var padHor = tex != null ? (tex.PaddingLeft + tex.PaddingRight) * this.Scale : 0;
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var padVer = tex != null ? (tex.PaddingTop + tex.PaddingBottom) * this.Scale : 0;
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var width = percentage * (this.DisplayArea.Width - padHor) + padHor;
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var height = percentage * (this.DisplayArea.Height - padVer) + padVer;
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RectangleF progressArea;
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switch (this.Direction) {
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case Direction2.Up:
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progressArea = new RectangleF(this.DisplayArea.X,
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this.DisplayArea.Y + (this.DisplayArea.Height - height),
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this.DisplayArea.Width, height);
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break;
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case Direction2.Down:
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progressArea = new RectangleF(this.DisplayArea.Location, new Vector2(this.DisplayArea.Width, height));
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break;
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case Direction2.Left:
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progressArea = new RectangleF(
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this.DisplayArea.X + (this.DisplayArea.Width - width),
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this.DisplayArea.Y, width, this.DisplayArea.Height);
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break;
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default: // Right
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progressArea = new RectangleF(this.DisplayArea.Location, new Vector2(width, this.DisplayArea.Height));
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break;
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}
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var offsetArea = progressArea.Shrink(this.ProgressPadding.Value * this.Scale);
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if (this.ProgressTexture.Value != null) {
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batch.Draw(this.ProgressTexture, offsetArea, (Color) this.ProgressColor * alpha, this.Scale);
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} else {
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batch.Draw(batch.GetBlankTexture(), offsetArea, (Color) this.ProgressColor * alpha);
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}
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base.Draw(time, batch, alpha, blendState, samplerState, matrix);
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}
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protected override void InitStyle(UiStyle style) {
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base.InitStyle(style);
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this.Texture.SetFromStyle(style.ProgressBarTexture);
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this.Color.SetFromStyle(style.ProgressBarColor);
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this.ProgressPadding.SetFromStyle(style.ProgressBarProgressPadding);
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this.ProgressTexture.SetFromStyle(style.ProgressBarProgressTexture);
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this.ProgressColor.SetFromStyle(style.ProgressBarProgressColor);
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}
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}
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} |